, including all inherited members.
AddRefOwner(void **ref_owner)=0 | iBase | [pure virtual] |
AddState()=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
AddState(const char *name, iSkeletonAnimNodeFactory *nodeFact)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
ClearStates()=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
CreateInstance(iSkeletonAnimPacket *packet, iSkeleton *skeleton)=0 | CS::Animation::iSkeletonAnimNodeFactory | [pure virtual] |
DecRef()=0 | iBase | [pure virtual] |
FindNode(const char *name)=0 | CS::Animation::iSkeletonAnimNodeFactory | [pure virtual] |
FindState(const char *name) const =0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
GetInterfaceMetadata()=0 | iBase | [pure virtual] |
GetNodeName() const =0 | CS::Animation::iSkeletonAnimNodeFactory | [pure virtual] |
GetRefCount()=0 | iBase | [pure virtual] |
GetStartState() const =0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
GetStateCount() const =0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
GetStateName(StateID id) const =0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
GetStateNode(StateID id) const =0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
IncRef()=0 | iBase | [pure virtual] |
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0 | iBase | [pure virtual] |
RemoveRefOwner(void **ref_owner)=0 | iBase | [pure virtual] |
SetAutomaticTransition(StateID fromState, StateID toState, bool automatic)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
SetStartState(StateID id)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
SetStateName(StateID id, const char *name)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
SetStateNode(StateID id, iSkeletonAnimNodeFactory *nodeFact)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
SetStateTransition(StateID fromState, StateID toState, iSkeletonAnimNodeFactory *fact)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
SetTransitionCrossfade(StateID fromState, StateID toState, float time1, float time2)=0 | CS::Animation::iSkeletonFSMNodeFactory | [pure virtual] |
~iBase() | iBase | [inline, protected, virtual] |